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UltIMa647
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« Reply #8565 on: April 28, 2016, 02:36:02 PM »


Here is a list of colors of the CSSSlot config.

(NOTE: I used the picture from http://forums.kc-mm.com/index.php?topic=66848.0, which talks about adding CBliss effect to BrawlEX. Original picture goes to guy who made OP  Kirby Dance.)
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« Reply #8566 on: April 28, 2016, 03:31:36 PM »


Okay, so, I went through all of the CSSRoster .dat files while referencing sc_selcharacter.pac, and found out a pretty good pattern that you can use:

00 - Red
01 - Blue
02 - Yellow
03 - Green
04 - Purple
05 - "Alternate Blue" (Cyan, Navy, etc.)
06 - Pink
07 - Brown
08 - Black
09 - White
0A - Orange
0B - (I saw this a couple times, but didn't manage to find any pattern to nail it down to any color)

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« Reply #8567 on: April 28, 2016, 05:56:57 PM »


Alright, so quick question.
Some characters don't have premade BEX modules. (i.e. Fox in my case)
How do I make a vanilla (plain/original) module BEX compatible? (Or is there a fox module and I'm just not looking hard enough?)
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    « Reply #8568 on: April 29, 2016, 02:20:51 PM »


    Alright, so quick question.
    Some characters don't have premade BEX modules. (i.e. Fox in my case)
    How do I make a vanilla (plain/original) module BEX compatible? (Or is there a fox module and I'm just not looking hard enough?)
    Use PPC ASM and the OpenSA module documentation to manually find the changed offsets while making sure memory is properly allocated... a.k.a have a lot of programming and debugger skills. If someone figures it out though it'll be a valuable gain for Brawlex. I'm personally hoping for a fixed cloned Captain Falcon's Blue Falcon Final Smash!
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    « Reply #8569 on: April 29, 2016, 02:59:46 PM »


    What exactly is this for?
    if the post was directed at me,  it's a small video for those wanting to modify the bypass mod that unintentionally fixed the final smash sound bug in brawlex so i felt it was appropriate to be in here, contributing to it's advencing
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    « Reply #8570 on: May 02, 2016, 03:04:17 PM »


    Hey guys. So I recently got Brawl working with codes on my vWii. However, I don't see my expanded slots. Is there a reason why I'm not seeing my extra slots? The default characters have the expanded slots, but the added characters aren't showing up.
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    « Reply #8571 on: May 02, 2016, 05:17:03 PM »


    Ok I had a thought. Theoretically even with no more BrawlEX updates a perfect version can be available.

    I've seen 2 perfect rel port packs, allowing character X to be placed over any character using one of the included rels. If that project was completed (or at least for all non-clonable characters) we'd be able to just make a bunch of Mario clones and have it work for anyone, wouldn't we? 
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    « Reply #8572 on: May 04, 2016, 03:19:57 AM »


    I know the Project M D.I.Y. people are also following this thread so I'll ask here. Has the ASL code been edited since P:M D.I.Y. 0.1? I'd be willing to test it on regular Brawlex if it receives an update.

    Hey guys. So I recently got Brawl working with codes on my vWii. However, I don't see my expanded slots. Is there a reason why I'm not seeing my extra slots? The default characters have the expanded slots, but the added characters aren't showing up.
    When you say expanded slots do you mean expanded costume slots like cBliss had? It is important to note that cBliss should not be used with Brawlex and costumes should be added via editing the fighter and CSSSlot config files.

    I've seen 2 perfect rel port packs, allowing character X to be placed over any character using one of the included rels. If that project was completed (or at least for all non-clonable characters) we'd be able to just make a bunch of Mario clones and have it work for anyone, wouldn't we?  
    I think that would be equally difficult to finishing the remaining .rels. Rel ports also don't behave properly with every PSA so I think more Brawlex modules would be the better way to go.
    « Last Edit: May 04, 2016, 03:31:26 AM by ebola16 » Logged

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    « Reply #8573 on: May 04, 2016, 06:07:18 AM »


    Ok I had a thought. Theoretically even with no more BrawlEX updates a perfect version can be available.

    I've seen 2 perfect rel port packs, allowing character X to be placed over any character using one of the included rels. If that project was completed (or at least for all non-clonable characters) we'd be able to just make a bunch of Mario clones and have it work for anyone, wouldn't we? 

    Well a long time ago for Nebulon's pack I was able to get the Petey Piranha PSA and Gun Slinger Samus PSA (before the ZSS rel came out) working with BrawlEx by hand porting them over to a Marth moveset (no rels, actually coding them over a new PSA). I have a bunch more done that have been sitting on my computer for ages, but theoretically all PSAs can work with BrawlEx using this method. It takes a bit of time but not as long as you would think.

    What PSAs are left that can't be used anyway? Nearly all of the rels are done that have good movesets based on them -- the spacies and Yoshi are the only ones I can think of, which basically leaves Goten, Kid Trunks, Scizor, T-Rex, and...Silver maybe? I finished porting T-Rex and Scizor a long time ago, I'll post them if I can find the files. But the point is, any PSA can be BrawlEx compatible.

    Anyway, wow, it's been years since I've posted here and I'm glad to see the community still exists. I've found myself missing brawl modding and working on Brawl4All with Nebulon. If anyone needs any help with anything, feel free to ask me. I'm a programmer by trade and can help with anything moveset oriented/bug fixing. If there's a bug/something you want to add to a PSA that you can't do, let me know and I'll take a crack at solving it.
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    « Reply #8574 on: May 04, 2016, 10:02:09 AM »


    When you say expanded slots do you mean expanded costume slots like cBliss had? It is important to note that cBliss should not be used with Brawlex and costumes should be added via editing the fighter and CSSSlot config files.
    No. The extra costumes on the default characters work fine. They have their portraits and all.
    My extra characters aren't showing up on the character select screen. They showed up when I used Brawl on my Wii, but on vWii, they aren't showing up.
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    « Reply #8575 on: May 04, 2016, 05:09:09 PM »


    Well a long time ago for Nebulon's pack I was able to get the Petey Piranha PSA and Gun Slinger Samus PSA (before the ZSS rel came out) working with BrawlEx by hand porting them over to a Marth moveset (no rels, actually coding them over a new PSA). I have a bunch more done that have been sitting on my computer for ages, but theoretically all PSAs can work with BrawlEx using this method. It takes a bit of time but not as long as you would think.

    What PSAs are left that can't be used anyway? Nearly all of the rels are done that have good movesets based on them -- the spacies and Yoshi are the only ones I can think of, which basically leaves Goten, Kid Trunks, Scizor, T-Rex, and...Silver maybe? I finished porting T-Rex and Scizor a long time ago, I'll post them if I can find the files. But the point is, any PSA can be BrawlEx compatible.

    Anyway, wow, it's been years since I've posted here and I'm glad to see the community still exists. I've found myself missing brawl modding and working on Brawl4All with Nebulon. If anyone needs any help with anything, feel free to ask me. I'm a programmer by trade and can help with anything moveset oriented/bug fixing. If there's a bug/something you want to add to a PSA that you can't do, let me know and I'll take a crack at solving it.

    If you're a programmer I can mention a few ideas.
    Brawlex module/misc data related (likely very difficult):

    1. Find a way to load Brawlex's experimental CSS expansion from the .iso instead of the SD card. This will allow high quality CSPs, bypass sc_selcharacter.pac's size limit, and (hopefully) reduce the lag on the CSS from using the experimental CSS expansion.

    2. Fix the error in Captain Falcon's experimental module that causes his Blue Falcon scene to crash.
    Would anybody like to test this Captain Falcon module on the actual console? I'm fairly certain i've fixed his crashes, but i can't test on console. Also, sorry for not being around. Been very busy with life stuff as of late..i haven't even had time to complete my work for Minus, let alone work on the Tool/Modules...anyways. Im also working on Yoshi's ExModule atm, who is also almost done, but there are a few quirks to work out still.

    Although one problem has been fixed with the final smash, others remain. Interestingly, Dolphin would incorrectly not crash with Sammi Husky's modification before Dynamic BAT was merged. See SSBB Mod: Dolphin does not crash when real Wii does (Captain Falcon Brawlex .rel) for more information. Perhaps this indicates there are further problems with how the module interacts with the BAT registers?

    3. Write a Brawlex module for any missing character. These are the stable ones

    PSA related:

    1. Port Krillin over Pikachu's .sawnd file to a different file. I'd like to keep Pikachu's sounds but it's pretty annoying when Krillin shouts "Pikachu!" If you are interested in this please tell me which .sawnd file you'll choose before starting. Most of my .sawnd swaps come from Nebulon's pack but I did find some others.

    2. Port Fighter Kirby over one of the Brawlex compatible modules (more Kirbies are better!)

    Also, please correct me if I'm wrong but don't PSA ports of characters only work if they don't reference articles? I'm not too familiar with PSA. I think that's why some PSAs could be ported to Marth. PSA porting is fine but .rel porting should still be avoided. I think the Madara Uchiha PSA was a good example of something that doesn't work well with a .rel port. And thanks for your work with B4A!

    No. The extra costumes on the default characters work fine. They have their portraits and all.
    My extra characters aren't showing up on the character select screen. They showed up when I used Brawl on my Wii, but on vWii, they aren't showing up.

    So the same setup is behaving differently on the Wii vs vWii? If that's true I've never heard of anything like that but I don't own a Wii U to offer further help. Sorry.
    « Last Edit: October 17, 2017, 03:04:54 AM by Ebola16 » Logged

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    « Reply #8576 on: May 04, 2016, 11:01:47 PM »


    Also, please correct me if I'm wrong but don't PSA ports of characters only work if they don't reference articles? I'm not too familiar with PSA. I think that's why some PSAs could be ported to Marth. PSA porting is fine but .rel porting should still be avoided. I think the Madara Uchiha PSA was a good example of something that doesn't work well with a .rel port. And thanks for your work with B4A!

    Yes, but you can use the articles of the character you're porting over. Or just use none -- the only reason I chose Marth in the past was because Marth had a large moveset file and I wasn't working with articles anyway.

    For example, a long time ago (and still when I have time) I have been working on revamping the Gyarados PSA. I currently have it ported over Samus rather than Mario like it originally was. I cannot use Mario's fireball article anymore (for his B move) but I now can use any of Samus's articles (which is what I wanted). The same can be applied to any PSA.
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    « Reply #8577 on: May 04, 2016, 11:54:48 PM »



    Anyway, wow, it's been years since I've posted here and I'm glad to see the community still exists. I've found myself missing brawl modding and working on Brawl4All with Nebulon. If anyone needs any help with anything, feel free to ask me. I'm a programmer by trade and can help with anything moveset oriented/bug fixing. If there's a bug/something you want to add to a PSA that you can't do, let me know and I'll take a crack at solving it.
    I think one PSA that I'd like to utilize but can't is the Crash on Ice Climbers by Calikingz. I think there's a few others I was interested in that come to mind, Scizor being one of them. If you could upload him that would be really great.
    Other than that PyotrLuzhin was able to get the ASL working with BrawlEx for PM DIY, however for whatever reason the region of memory he moved it into doesn't work properly with vBrawl. That combined with the Custom Stage Expansion we already have would really maximize our selection of stages. Right now the most we can get is with the old AFL, which has a bug and only works with 1 additional folder.

    Those are just a couple things that come to mind to me.

    No. The extra costumes on the default characters work fine. They have their portraits and all.
    My extra characters aren't showing up on the character select screen. They showed up when I used Brawl on my Wii, but on vWii, they aren't showing up.

    vWii and Wii shouldn't work any differently. When you put the same SD card back in the Wii it works fine? It should be reading your CSSRoster.dat fine, or else no one would show up on your CSS at all. I'd double check that file though for sure, since that's where BrawlEx finds which new fighters to put on the CSS.
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    Ebola16
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    « Reply #8578 on: May 05, 2016, 03:30:22 AM »


    Minor Brawlex improvement!

    My pack is not publicly released since there would be too many people to credit and it contains experimental features

    Brawlex can now hold up to 105 slots in the CSS! (Previously 100)
    New Limitation if this is used:
    Using this modification without unlocking all characters in Brawl will likely cause a crash.

    Unfortunately CSSRoster.dat seems hardcoded to only accept 100 slots. Brawlex ignored the added slots after adding them via a hex editor. Well at least this covers the CSS portion of getting to 105 slots. Here are the files (use the two included files to replace the ones in sc_selcharacter.pac -> MiscData30): http://www.mediafire.com/download/aa2twu2d78eajh2/CSS+105+slots.rar

    My next idea is to isolate and remove the CSSRoster.dat dependency from BX CSS Expansion v2.0.0.x's sora_menu_sel_char.rel so the custom random and custom css codes can be used once again with Brawlex for loading more than 100 CSS slots. This is not going well however.

    At least PhantomWings told us what changes were made for alt CSP loading in BX CSS Expansion v2.0.0.x. PhantomWing's posts are helpful for learning how to edit modules.
    The external CSP loader more or less stands as it's own unit inside sora_menu_sel_char.rel (Common3's MiscData[13].rel file). The only reason it's paired up with the CSS Roster Expansion is that their hook points both happen to be in there.

    I'm pretty booked for this coming weekend and the next, so I don't think I'll be able to help you any time soon, but if you'd like to look into it yourself, you can take a look at the module in Resources\Common3 of the 2.0.0.x package and try to extract the changes yourself. There are 3 things that you'll need to copy out from the module into a vanilla sora_menu_sel_char.rel module. The hook is at section[1] 0x1109C while the corresponding hook routine is at section[7] 0x0. There's also a directory string at section[5] 0xE40 that you'll need to copy and/or change depending on where you want to load from.

    Best of luck.


    I'll PM PhantomWings but nothing will likely result from that.

    Yes, but you can use the articles of the character you're porting over. Or just use none -- the only reason I chose Marth in the past was because Marth had a large moveset file and I wasn't working with articles anyway.

    For example, a long time ago (and still when I have time) I have been working on revamping the Gyarados PSA. I currently have it ported over Samus rather than Mario like it originally was. I cannot use Mario's fireball article anymore (for his B move) but I now can use any of Samus's articles (which is what I wanted). The same can be applied to any PSA.

    Ah I see. Thanks for the information!
    « Last Edit: February 07, 2017, 11:47:00 PM by Ebola16 » Logged

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    « Reply #8579 on: May 05, 2016, 10:31:49 AM »


    I think one PSA that I'd like to utilize but can't is the Crash on Ice Climbers by Calikingz. I think there's a few others I was interested in that come to mind, Scizor being one of them. If you could upload him that would be really great.
    Other than that PyotrLuzhin was able to get the ASL working with BrawlEx for PM DIY, however for whatever reason the region of memory he moved it into doesn't work properly with vBrawl. That combined with the Custom Stage Expansion we already have would really maximize our selection of stages. Right now the most we can get is with the old AFL, which has a bug and only works with 1 additional folder.

    Those are just a couple things that come to mind to me.

    I ported Crash a long time ago, but I don't have the file anymore -- I sent it to Nebulon years ago though, he might still have it. I can do it again I guess when I have time. I do want to port the rest of the PSAs that can't be used with BrawlEx though, so I guess I'll start with Crash whenever I get around to it.

    Unfortunately, I know very little about Brawl's engine or how it works. Being a programmer doesn't automatically mean I can I know everything about modding Brawl's game engine (as much as I wish it did). I was thinking making a new Project Smash Attacks program in the future to make moveset editing even easier, but that's if I have as much time as I'd like.
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